public void SetEnergy(float energy, eSetEnergyType type, UnitCtrl source) { //log energy = Mathf.Min(Mathf.Max(0, energy), BattleDefine.MAX_ENERGY); Energy = energy; if (unitUI != null) { unitUI.SetTP(energy / BattleDefine.MAX_ENERGY); } EnergyChange?.Invoke(this); }
private void ChargeEnergy(eSetEnergyType setEnergyType, float energy, bool hasEffect, UnitCtrl source, bool hasNumberEffect, bool isEffectTypeCommon, bool useRecoveryRate, bool isRegenerate) { if (!IsAbnormalState(eAbnormalState.TP_REGENERATION) || setEnergyType != eSetEnergyType.BY_ATK && setEnergyType != eSetEnergyType.KILL_BONUS) { if (energy > 0 && useRecoveryRate) { energy *= (100.0f + GetEnergyRecoveryRateZero()) / 100.0f; } SetEnergy(energy + Energy, setEnergyType, source); //加能量特效 string word = UnitName + "通过" + setEnergyType.GetDescription() + (energy >= 0 ? "增加<color=#3791FF>" : "减少<color=#3791FF>") + Mathf.Abs(energy) + "</color>点能量"; BattleUIManager.Instance.LogMessage(word, eLogMessageType.CHANGE_TP, IsOther); } }
private void ChargeEnergy(eSetEnergyType setEnergyType, float energy, bool hasEffect, UnitCtrl source, bool hasNumberEffect, bool isEffectTypeCommon, bool useRecoveryRate, bool isRegenerate) { }